VimpNativesFire
@vimp-mp/types 2.0.1ts
interface VimpNativesFireMembers
_networkExpectExplosionEventsForPlayer
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_networkExpectExplosionEventsForPlayer(expect: boolean, player: number): voidaddExplosion
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addExplosion(x: number, y: number, z: number, explosiontype: number, damagescale: number, isaudible: boolean, isinvisible: boolean, camerashake: number, nodamage: boolean): voidaddExplosionWithUserVfx
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addExplosionWithUserVfx(x: number, y: number, z: number, explosiontype: number, explosionfx: number, damagescale: number, isaudible: boolean, isinvisible: boolean, camerashake: number): voidaddOwnedExplosion
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addOwnedExplosion(ped: number, x: number, y: number, z: number, explosiontype: number, damagescale: number, isaudible: boolean, isinvisible: boolean, camerashake: number): voidgetClosestFirePos
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getClosestFirePos(x: number, y: number, z: number): { outposition: { x: number; y: number; z: number }; return: boolean }getNumberOfFiresInRange
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getNumberOfFiresInRange(x: number, y: number, z: number, radius: number): numbergetOwnerOfExplosionInAngledArea
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getOwnerOfExplosionInAngledArea(explosiontype: number, x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, radius: number): numbergetOwnerOfExplosionInSphere
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getOwnerOfExplosionInSphere(explosiontype: number, x: number, y: number, z: number, radius: number): numberisEntityOnFire
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isEntityOnFire(entity: number): booleanisExplosionActiveInArea
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isExplosionActiveInArea(explosiontype: number, x1: number, y1: number, z1: number, x2: number, y2: number, z2: number): booleanisExplosionInAngledArea
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isExplosionInAngledArea(explosiontype: number, x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, width: number): booleanisExplosionInArea
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isExplosionInArea(explosiontype: number, x1: number, y1: number, z1: number, x2: number, y2: number, z2: number): booleanisExplosionInSphere
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isExplosionInSphere(explosiontype: number, x: number, y: number, z: number, radius: number): booleanremoveScriptFire
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removeScriptFire(firehandle: number): voidsetFlammabilityMultiplier
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setFlammabilityMultiplier(p0: number): voidstartEntityFire
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startEntityFire(entity: number): numberstartScriptFire
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startScriptFire(x: number, y: number, z: number, maxchildren: number, isgasfire: boolean): numberstopEntityFire
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stopEntityFire(entity: number): voidstopFireInRange
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stopFireInRange(x: number, y: number, z: number, radius: number): void